Open Chdata opened 2 weeks ago
Ooooh, that's really interesting... I never thought of that issue. Well, unfortunately, I don't think there's really anything I can do about it :( Like, even if I could detect the situation somehow and teleport the player (which I'm not sure if I can), either I
The only way I could see this working is if, when the avatar goes through the portal, it teleports the player and then exits the holoport mode, so that the player's view is back where their avatar is. I'm not aware of any way to do that.
Sorry :( I think the best I can do is put a notice in the README saying it doesn't work for players in holoport mode.
https://github.com/user-attachments/assets/b2adc06d-7139-4341-b553-19c5ceca9092
You can check the distance between the viewpoint and the head bone to determine if the player is holoporting. Then teleport using the avatar's root and AlignPlayer, rather than origin and AlignRoom. The player doesn't need to exit or be exited from holoport mode and can continue locomoting uninterrupted.
@Superbstingray Oooh! Very cool, awesome work! I should have had more confidence in the possibility of fixing anything with enough jankiness 😄 Do you mind please putting the holoport fix in another PR than your stereo separation one? I would like to inspect the two issues/code separately. I'm still not entirely sure about the stereo separation fix, but I'll post more on that PR.
It seems if you walk into a portal using a point and click mode in VR, you can't go through them.
I'm not sure if this is fixable, but here is a nice video showcasing what happens with my friend explaining what movement mode they're using.
I guess it's because that movement mode is actually teleporting the player disconnected from their actual tracking.
https://youtu.be/fAYL3mNbmPQ